HairStrandsCore/Public/Niagara/NiagaraDataInterfaceHairStrands.h
Data stored per strand base instance
struct FNDIHairStrandsData
float
AirDrag
Coefficient between 0 and 1 to be used for the air drag
FVector
AirVelocity
Velocity of the surrounding air in cm/s
float
BendDamping
Damping for the bend constraint between 0 and 1
float
BendStiffness
Stiffness for the bend constraint in GPa
EHairBindingTyp...
BindingType
Binding type between the groom asset and the attached skeletal mesh
FVector3f
BoneAngularAcceleration
Bone Angular Acceleration
FVector3f
BoneAngularVelocity
Bone Angular Velocity
FVector3f
BoneLinearAcceleration
Bone Linear Acceleration
FVector3f
BoneLinearVelocity
Bone Linear Velocity
FTransform
BoneTransform
Bone transform that will be used for local strands simulation
bool
bSkinningTransfer
Skinning transfer from a source to a target skelmesh
float
CollisionRadius
Radius scale along the strand
bool
ForceReset
Force reset simulation
bool
GlobalInterpolation
Global Interpolation
float
GravityPreloading
Optimisation of the rest state configuration to compensate from the gravity
FVector
GravityVector
Acceleration vector in cm/s2 to be used for the gravity
FIntVector
GridDimension
Grid Dimension used to compute the viscosity forces
FHairGroupInsta...
HairGroupInstance
Hair group instance
TWeakObjectPtr<...
HairGroupInstSource
Source component of the hair group instance
FNDIHairStrands...
HairStrandsBuffer
Strands Gpu buffer
int32
IterationCount
Number of iterations for the constraint solver
float
KineticFriction
Kinetic friction used for collision against the physics asset
bool
LocalSimulation
Check if the simulation is running in local coordinate
int32
NumStrands
Number of strands
TStaticArray< f...
ParamsScale
Scales along the strand
FVector3f
PreviousBoneAngularVelocity
Bone Previous Angular Velocity
FVector3f
PreviousBoneLinearVelocity
Bone Previous Linear Velocity
FTransform
PreviousBoneTransform
Bone transform that will be used for local strands simulation
bool
ProjectBend
Enable the solve of the bend constraint during the xpbd loop
bool
ProjectCollision
Enable ther projection of the collision constraint after the xpbd loop
bool
ProjectStretch
Enable the projection of the stretch constraint after the xpbd loop
uint32
SkeletalMeshes
List of all the skel meshes in the hierarchy
bool
SolveBend
Velocity of the surrounding air in cm/s
bool
SolveCollision
Enable the solve of the collision constraint during the xpbd loop
bool
SolveStretch
Enable the solve of the stretch constraint during the xpbd loop
float
StaticFriction
Static friction used for collision against the physics asset
float
StrandsDensity
Density of the strands in g/cm3
int32
StrandsSize
Strand size
float
StrandsSmoothing
Smoothing between 0 and 1 of the incoming guides curves for better stability
float
StrandsThickness
Strands thickness in cm that will be used for mass and inertia computation
float
StrandsViscosity
Radius that will be used for the collision detection against the physics asset
float
StretchDamping
Damping for the stretch constraint between 0 and 1
float
StretchStiffness
Stiffness for the stretch constraint in GPa
int32
SubSteps
Number of substeps to be used
int32
TickCount
Tick Count
ETickingGroup
TickingGroup
The instance ticking group
FTransform
WorldTransform
Cached World transform.